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Armor Quality
Quality | Armor Bonus | Availability | Penalty | Cost | Enchantment slots |
Poor | -20% (Round down) | Very common | +1 | ½ | 10% |
Fair | -10% (Round down) | More common | Ø | ¾ | 25% |
Good | Ø | Common | Ø | X1 | 50% |
Fine | +10% (Round up) | More rare | Ø | X1½ | 100% |
Masterwork | +20% (Round up) | Very rare | -1 | X2 | 150% |
Base Types
The ‘Average cost’ as listed, is for a medium Human-sized being. Also, due to the modified thickness due to the size difference in the armor, the final protection value will vary. The base cost will be modified based on the size of the wearer, as follows:
Small: Bampu, Batserai, etc. ½ cost, 90% final armor value. (Round down) +5% enchantments. (Round up)
Medium: Human sized. x1 cost & final armor value.
Large: Larger Humanoid size, or smaller members of a large race. x1½ cost.
Extra Large: Be'Atsta, Dorogo, etc. x2 cost, +10% final armor value. (Round up) 90% enchantments. (Round down)
K'Loffai sized armor is x2½ cost, and +25% final armor value. (Round up) & 85% enchantments. (Round down) Nashee sized is ¼ cost, 75% final armor value. (Round down) & +10% Enchantments. (Round up)
(Notice the enchanment slot adjustment for armor types. The heavier the armor is, the less enchantment it will be able to receive since it's a much larger object, and thus harder to manipulate magickally.) "Partial Carapace" armor and higher come with helmets.
Armor | Armor Bonus | Penalty* | Base Enchantments | Average Cost |
Free flowing robes | 1 | Ø | x2 | 150 |
Reinforced clothing | 2 | Ø | x 1.5 | 300 |
Body suit | 3 | -1 | x1 | 500 |
Partial Carapace | 4 | -2 | 90% | 2000 |
Plated Carapace | 6 | -3 | 75% | 5000 |
Full Carapace | 8 | -4 | 50% | 8000 |
Combat armor | 11 | -5 | 25% | 15,000 |
Battle armor | 15 | -6 | 10% | 30,000 |
Shields
To effectively use a shield, you must take the skill: "Melee Combat" or you may specialize the skill as "MC: Shield", or even by shield type. Shields can also be used offensively for bashing damage.
Shield | Armor Bonus | Strength Required* | Penalty** | Enchantments | Average Cost |
Buckler | 1 | -5 | Ø | +33% | UC50 |
Small | 2 | -3 | -1 | Ø adjustment | UC100 |
Medium | 3 | -1 | -2 | -10% | UC200 |
Heavy | 5 | +1 | -3 | -20% | UC400 |
Kite | 7 | +2 | -4 | -30% | UC800 |
Tower | 9 | +3 | -5 | -40% | UC1200 |
Dorogo Tower | 12 | +6 | -6 | -50% | UC2000 |
Material & Enhancement for Armor
Material | Armor Bonus* | Cost Mod | Enchantment Slots | Enchantment Difficulty | Notes |
Plastics | -2 | ¼ | None | Impossible | 1 offset to Penalties |
Fibrous, Laquered | -1 | ½ | 4 | Easy | 2 offset to Penalties |
Standard | Ø | 100% | 4 | Easy | --- |
Ceramic | Ø | x4 | 4 | Hard | 1 offset to Penalties, +5 Vs Heat |
Steel | +1 | x1.5 | 6 | Difficult | --- |
Plasteel | +1 | x2 | None | Impossible | 2 offset to Penalties |
Hi Grade Steel | +2 | x3 | 6 | Challenging | 1 offset to Penalties |
Biomnemetic | +3 | x25 | None | Impossible | 5 offset to penalties |
Duranium | +4 | x5 | 4 | Difficult | 2 offset to Penalties |
Synthsteel | +5 | x7 | None | Impossible | 2 offset to penalties |
Mythium | +6 | x10 | 8 | Challenging | 1 offset to Penalties/+1 Vs Magic |
Aejahv steel | +7 | x18 | 8 | Normal | 2 offset to Penalties/+1 Vs Magic |
Crysteel | +8 | x20 | 8 | Normal | 3 offset to Penalties/+2 Vs Magic |
Arcanium | +10 | x50 | 10 | Easy | 3 offset to Penalties/+3 Vs Magic |
Omnium | +12 | x35 | 6 | Normal | --- |
Megathium | +13 | x40 | None | Impossible | 3 offset to penalties/+2 Vs Energy |
Adamantine (Antimagickal) | +15 | x100 | None | Impossible | +5 vs Magic, can be enhanced with antimagick Dispel magick on touch |
Other equipment Special gear, energy shielding etc. (Coming soon)